added vertex layouts
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@@ -113,27 +113,38 @@ unsafe impl ShaderInterfaceDef for VertOutput {
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pub type VertOutputIter = std::vec::IntoIter<ShaderInterfaceDefEntry>;
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// This structure describes layout of this stage.
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#[derive(Debug, Copy, Clone)]
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pub struct VertLayout(pub ShaderStages);
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#[derive(Debug, Clone)]
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pub struct VertLayout {
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pub stages: ShaderStages,
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pub layout_data: LayoutData,
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}
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unsafe impl PipelineLayoutDesc for VertLayout {
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// Number of descriptor sets it takes.
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fn num_sets(&self) -> usize {
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0
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self.layout_data.num_sets
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}
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// Number of entries (bindings) in each set.
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fn num_bindings_in_set(&self, _set: usize) -> Option<usize> {
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None
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fn num_bindings_in_set(&self, set: usize) -> Option<usize> {
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self.layout_data.num_bindings.get(&set).map(|&i| i)
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}
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// Descriptor descriptions.
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fn descriptor(&self, _set: usize, _binding: usize) -> Option<DescriptorDesc> {
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None
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fn descriptor(&self, set: usize, binding: usize) -> Option<DescriptorDesc> {
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self.layout_data.descriptions.get(&set)
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.and_then(|s|s.get(&binding))
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.map(|desc| {
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let mut desc = desc.clone();
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desc.stages = self.stages.clone();
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desc
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})
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}
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// Number of push constants ranges (think: number of push constants).
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fn num_push_constants_ranges(&self) -> usize {
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0
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self.layout_data.num_constants
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}
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// Each push constant range in memory.
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fn push_constants_range(&self, _num: usize) -> Option<PipelineLayoutDescPcRange> {
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None
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fn push_constants_range(&self, num: usize) -> Option<PipelineLayoutDescPcRange> {
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self.layout_data.pc_ranges.get(num)
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.map(|desc| {
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let mut desc = desc.clone();
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desc.stages = self.stages.clone();
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desc
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})
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}
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}
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@@ -24,6 +24,7 @@ pub struct LayoutData {
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pub fn create_entry(shaders: &CompiledShaders) -> Entry {
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let vertex_interfaces = create_interfaces(&shaders.vertex);
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let vertex_layout = create_layouts(&shaders.vertex);
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let fragment_interfaces = create_interfaces(&shaders.fragment);
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let fragment_layout = create_layouts(&shaders.fragment);
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let frag_input = FragInput {
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@@ -45,10 +46,13 @@ pub fn create_entry(shaders: &CompiledShaders) -> Entry {
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let vert_output = VertOutput {
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outputs: vertex_interfaces.outputs,
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};
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let vert_layout = VertLayout(ShaderStages {
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vertex: true,
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..ShaderStages::none()
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});
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let vert_layout = VertLayout {
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stages: ShaderStages {
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vertex: true,
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..ShaderStages::none()
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},
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layout_data: vertex_layout,
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};
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Entry {
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frag_input,
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frag_output,
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